The first one was deleted after 1 and a half hours of work, so this one might not be nearly as good...
The Town:
Spoiler Alert, click show to read:
Temil was once a grand and fine city on the coast of the sea of storms. But, things change. terrible wars and occupations ruined temil, and today it stands as a lowly community on the coast, a far cry from it's splender of yore. Things were going just fine untill 772 of the fourth age*. The ancient house of vallor is trying to regain its former glory, but needs a city to do that. They decided to use temil. However, a gang recently moved from caliem, and has been contesting also over rulership of the town, and their struggles leave many innocent civillians in the crosshairs. After the death of his beloved daughter, the mayor has decided that he should do something to stop this terror. he has formulated a lynch comittee. Far from being a minless riot, he has a voting system, and everybody gets their fair and calm place to speak. maybe now, headway can be made against the mobs.
*the fourth age is the period in Arnamar when technology replaced magic as the most formidable source in the world. Currently, the technology is a good as modern day earth. Both have the same people, as their gods are actually quite close cousins, and each modled a race in their likeness. (Arnamar has not yet discoved the existence of earth, so forget I said anything.)
The Roles:
Spoiler Alert, click show to read:
The House of Vallor
1 scout - can seek out one persons role each night
1 mage - can either protect a fellow house member (the person who tried to kill is left alive) or kill a man with his powers
3 soldiers - can work in groups of three to kill one man each night. after three kills, promoted to officer.
1 Lieutenant - can kill one man each night. after three failed kills, demoted to soldier. So long as he is alive, the lord cannot be killed. 25% chance of evading death.
1 Lord of Vallor - The lord cannot be harmed so long a lieutenant lives. can protect two of his people each night (the person who fails his kill is left alive). 50% chance of evading death. Public role, cannot attand lynch meetings.
The Sorian Mafia:
1 spy - can seek out one persons role each night
1 mage - can either protect a fellow house member (the person who tried to kill is left alive) or kill a man with his powers
3 henchmen - can work in groups of three to kill one man each night. after three kills, promoted to made.
1 Made - can kill one man each night. after three failed kills, demoted to henchman. So long as he is alive, the Don cannot be killed. 25% chance of evading death.
1 Don - The Don cannot be harmed so long as his Made lives. can protect one of his people each night (the person who fails his kill is left alive), or can kill two people each night. 35% chance of evading death. Role is not public
The Town:
1 Doctor - can protect a man each night
2 bar employees - can spy with 50% accuracy. 25% chance of getting false roll
1 Bar owner - can hide someone in his bar each night, protecting them and impeding their action.
2 Town Guards - can arrest one man each night. 25% chance of discovering role.
1 Town Officer - can arrest 1 person each night. 75% chance of discovering role. 25% chance of evading death.
two secret roles....bwahahahahahaha....
gameplay is standard:
Vote like this: Vote: Motep
Unvote like this: Unvote: Motep
Send your pms to me every night phase if poosible. Alert me if you cant for a while.
STAY ACTIVE IN THE DAY PHASE OR FACE MY WRATH
First turn is a day phase
turns last 24 hours (at the latest, 48 hours...be patient, Im a busy-ish person)
Signups so far: 20 out of 23 (Please recommend your friends!)(I may have to cut down the roles...sorry...)
Beefy187
Warmaster Horus
FactionHeir
Shlin28
Zain
Draconian
Kommodus
Roadkill
Brave Sir Robin
Twilightblade
Sarathos
Ephrum
Pevergreen
Kyros
Waldinger
xdeathfire
Vuk
SeekerDK
Andres
Tiberius of The Drake
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